if( scriptRun1.script != scriptRun2.script )
{
- tet_printf("ScriptsTest FAIL: different script. %s, should be %s\n", TextAbstraction::ScriptName[scriptRun1.script], TextAbstraction::ScriptName[scriptRun2.script] );
+ tet_printf("ScriptsTest FAIL: script index: %u, different script. %s, should be %s\n", index, TextAbstraction::ScriptName[scriptRun1.script], TextAbstraction::ScriptName[scriptRun2.script] );
return false;
}
}
0u,
3u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
ScriptRun scriptRun1101 =
{
3u,
3u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
ScriptRun scriptRun1102 =
{
25u,
3u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
ScriptRun scriptRun1104 =
{
28u,
3u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
ScriptRun scriptRun1105 =
{
46u,
2u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
ScriptRun scriptRun1107 =
{
48u,
2u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
ScriptRun scriptRun1108 =
{
50u,
2u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
scriptRuns11.PushBack( scriptRun1100 );
scriptRuns11.PushBack( scriptRun1101 );
0u,
3u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
ScriptRun scriptRun1201 =
{
3u,
3u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
ScriptRun scriptRun1202 =
{
6u,
3u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
ScriptRun scriptRun1203 =
{
9u,
2u,
},
- TextAbstraction::LATIN
+ TextAbstraction::UNKNOWN
};
scriptRuns12.PushBack( scriptRun1200 );
scriptRuns12.PushBack( scriptRun1201 );
0u,
4u,
},
- TextAbstraction::LATIN // An unknown script is transformed to LATIN
+ TextAbstraction::UNKNOWN
};
scriptRuns13.PushBack( scriptRun1301 );
{
// Initializes the default font cache to zero (invalid font).
// Reserves space to cache the default fonts and access them with the script as an index.
- mDefaultFontPerScriptCache.Resize( TextAbstraction::UNKNOWN, NULL );
+ mDefaultFontPerScriptCache.Resize( TextAbstraction::UNKNOWN + 1, NULL );
// Initializes the valid fonts cache to NULL (no valid fonts).
// Reserves space to cache the valid fonts and access them with the script as an index.
- mValidFontsPerScriptCache.Resize( TextAbstraction::UNKNOWN, NULL );
+ mValidFontsPerScriptCache.Resize( TextAbstraction::UNKNOWN + 1, NULL );
}
MultilanguageSupport::~MultilanguageSupport()
currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
// Store the script run.
- if( TextAbstraction::UNKNOWN == currentScriptRun.script )
- {
- currentScriptRun.script = TextAbstraction::LATIN;
- }
scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
++scriptIndex;
else if( ( TextAbstraction::UNKNOWN == currentScriptRun.script ) &&
( TextAbstraction::EMOJI == script ) )
{
- currentScriptRun.script = TextAbstraction::LATIN;
currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
numberOfAllScriptCharacters = 0u;
}
if( 0u != currentScriptRun.characterRun.numberOfCharacters )
{
- if( TextAbstraction::UNKNOWN == currentScriptRun.script )
- {
- // There are only white spaces in the last script. Set the latin script.
- currentScriptRun.script = TextAbstraction::LATIN;
- }
-
// Store the last run.
scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
++scriptIndex;
description.path.c_str() );
}
#endif
- if( script == TextAbstraction::UNKNOWN )
- {
- script = TextAbstraction::LATIN;
- }
// Validate whether the current character is supported by the given font.
bool isValidFont = false;
fontId = fontClient.FindDefaultFont( UTF32_A, currentFontPointSize );
}
- // Cache the font.
- if( NULL == defaultFontsPerScript )
+ if ( script != TextAbstraction::UNKNOWN )
{
- defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + script );
-
+ // Cache the font if it is not an unknown script
if( NULL == defaultFontsPerScript )
{
- defaultFontsPerScript = new DefaultFonts();
- *( defaultFontPerScriptCacheBuffer + script ) = defaultFontsPerScript;
+ defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + script );
+
+ if( NULL == defaultFontsPerScript )
+ {
+ defaultFontsPerScript = new DefaultFonts();
+ *( defaultFontPerScriptCacheBuffer + script ) = defaultFontsPerScript;
+ }
}
+ defaultFontsPerScript->Cache( currentFontDescription, fontId );
}
- defaultFontsPerScript->Cache( currentFontDescription, fontId );
}
} // !isValidFont (3)
} // !isValidFont (2)
const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
bool hasMultipleTextColors = ( NULL != colorsBuffer );
- // Check whether the text contains any emoji
- bool containsEmoji = false;
+ // Check whether the text contains any color glyph
+ bool containsColorGlyph = false;
- Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts();
- const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns();
- for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ )
+ TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
+ const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs();
+ const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs();
+ for ( Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++ )
{
- const Text::ScriptRun& scriptRun = *( scripts + scriptIndex );
- if( TextAbstraction::EMOJI == scriptRun.script )
+ // Retrieve the glyph's info.
+ const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex;
+
+ // Whether the current glyph is a color one.
+ if( fontClient.IsColorGlyph( glyphInfo->fontId, glyphInfo->index ) )
{
- containsEmoji = true;
+ containsColorGlyph = true;
break;
}
}
const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled );
- TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled );
+ TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
mImpl->mRenderer.SetTextures( textureSet );
- Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled );
+ Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
mImpl->mRenderer.SetShader(shader);
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
}
}
-TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )
+TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
{
// Filter mode needs to be set to linear to produce better quality while scaling.
Sampler sampler = Sampler::New();
TextureSet textureSet = TextureSet::New();
// Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
- Pixel::Format textPixelFormat = ( containsEmoji || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
+ Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
// Check the text direction
Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
textureSet.SetSampler( 1u, sampler );
}
- if ( containsEmoji && !hasMultipleTextColors )
+ if ( containsColorGlyph && !hasMultipleTextColors )
{
// Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
PixelData maskData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 );
return textureSet;
}
-Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )
+Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
{
Shader shader;
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader );
}
}
- else if( !hasMultipleTextColors && !containsEmoji && !styleEnabled )
+ else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT );
if( !shader )
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader );
}
}
- else if( !hasMultipleTextColors && !containsEmoji && styleEnabled )
+ else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
if( !shader )
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader );
}
}
- else if( !hasMultipleTextColors && containsEmoji && !styleEnabled )
+ else if( !hasMultipleTextColors && containsColorGlyph && !styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
if( !shader )
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader );
}
}
- else // if( !hasMultipleTextColors && containsEmoji && styleEnabled )
+ else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
if( !shader )
* Get the texture of the text for rendering.
* @param[in] size The texture size.
* @param[in] hasMultipleTextColors Whether the text contains multiple colors.
- * @param[in] containsEmoji Whether the text contains emoji.
+ * @param[in] containsColorGlyph Whether the text contains color glyph.
* @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.).
*/
- TextureSet GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled );
+ TextureSet GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled );
/**
* Get the text rendering shader.
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
* @param[in] hasMultipleTextColors Whether the text contains multiple colors.
- * @param[in] containsEmoji Whether the text contains emoji.
+ * @param[in] containsColorGlyph Whether the text contains color glyph.
* @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.).
*/
- Shader GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled );
+ Shader GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled );
/**
* @brief Retrieve the text's controller.